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Up The Stairs | Research-Based Serious Game to Empower Young Adults with Aphasia

Up The Stairs is an internationally recognised, award-winning, research-based Serious Game that bridges scientific research, therapy-informed design, and artistic expression, designed to support young adults with aphasia - a language disorder often caused by stroke or brain injury - rooted in Greek Mediterranean light, symbolism, and lived experience.

The project blends accessibility, poetic worldbuilding, and speech therapy techniques seamlessly integrated into the gameplay within a gently surreal Aegean environment, where language, memory, and emotional experience unfold through play.

Up The Stairs was selected as one of the top three shortlisted nominees in the 2025 Serious Games Competition at the international Games and Learning Alliance Conference (GALA), organised by the Serious Games Society in collaboration with Utrecht University and sponsored by the Center for Advanced Preparedness and Threat Response Simulation, from which a travel grant was also awarded in support of the project’s participation.

The game was exhibited as part of the GALA Exhibition, within a wider international ecosystem of cross-disciplinary events in the Netherlands, including the DiGRA Symposium, the Dutch Game Week Conference, and Dutch Game Week.

In parallel, the project’s gameplay video, created as a hybrid cinematic piece presenting the interactive experience through guided narration, subtitles, and allegorical imagery, received the award for Best Experimental Film at the International Epidaurus Film Festival 2025. While originally designed as an interactive experience, the video can also be viewed as an allegorical reflection on recovery and resilience, symbolising the journey of reclaiming agency and connection.

An extended abstract on the project (research and development) has been included in the GALA 2025 Games Competition and Exhibition Book of Abstracts, an academic publication hosted by the University of Southampton (UK).

The project has also been presented in academic, creative, and business contexts, including a guest speaker presentation during Stuttgart Animated Week 2026 - within the international ecosystem of ITFS Stuttgart International Festival of Animated Film, FMX Film & Media Exchange, and Animation Production Days (APD), Germany, as part of the ITFS Guest Programme.

It was also presented through a guest speaker presentation at the Festivals Animation Network (FAN) Animation Hub Symposium (2026), held at AKTO College of Arts in Athens, Greece - within the wider European network supported by the Creative Europe MEDIA Programme of the European Union.

The game opens with a tremor that shakes a vast staircase spiralling toward a floating sculpted head in the sky. A storm of cloud-shaped letters erupts. The player, glimpsed only in first person, falls from the sky and lands on a gently surreal Greek Aegean island, sunlit and dreamlike. The visual style unfolds at a crossroads of -isms, where surrealism, symbolism, romanticism, and grounded realism meet, shaping a poetic, emotionally resonant world.

Here, prickly pears hover, chickens have humour, corn holds meaning, and postcards are never sent.

Guided by Young Oceanus, an NPC mentor who runs a whimsical pop-up canteen, the player journeys through eight narrative “Stations” set within a symbolic 3D environment. As the player explores, they encounter integrated 2D mini-games (designed as “therapeutic” tasks) embedded seamlessly into the gameplay. Both the 3D world and the 2D tasks draw on real-world speech therapy techniques (PACE, Musical Intonation Therapy, Cognitive Therapy), creating symbolic and functional challenges that mirror the player's inner recovery journey. Each completed task contributes to rebuilding the broken staircase - a path back to voice, memory, connection, and recovery.

The game features original sound design and a custom-composed soundtrack, crafted to support its emotional tone and aesthetic flow.

Up The Stairs - in its current prototype form - was developed as the creator’s dissertation for a BA (Hons) in Game Design at Middlesex University London - AKTO Art & Design College, following a broader multidisciplinary academic journey and a return to higher education through game design as a lifelong learner. The degree was awarded with First Class Honours and an Award of Outstanding Academic Achievement.

The game is intentionally designed to allow future scalability, with a foundational structure that can potentially support research, accessibility-focused, narrative, and expressive development. Together with its design documentation and research outcomes on game mechanics, the project lays the groundwork for a broader Game Mechanics for Empowerment Framework (GaME-F) and its aphasia-oriented direction, exploring an interdisciplinary, evidence-informed methodology and emerging design taxonomy that bridges game design and technology with educational and rehabilitative practices for accessibility, engagement, and empowerment across Serious Games, gamified processes, and broader multimodal contexts.

Planned expansions include the evolution of the mentor into a fully 3D character; the addition of new narrative “Stations” with extended levels; enriched vocabulary and verb networks; everyday life scenarios; and an advanced implementation of Musical Intonation Therapy in mini-game form. The project also envisions multilingual support, social and vocational reintegration modules, and the ongoing development of a broader code of ethics and inclusion to guide future extensions.

Inspired as a sister, the creator drew from her brother’s recovery journey after a stroke and his experience with aphasia. Up The Stairs is lovingly dedicated to him and their mother, to celebrate Life, The Mother, and Siblings’ Love.

Blending accessibility, symbolism, Mediterranean light and sea, the game becomes a space for finding language - inviting reflection, resilience, and healing. Ultimately, it aims to grow into a creative, interactive platform for empowerment, communication, and recovery, designed for young adults with aphasia and beyond.
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Additional Materials & References
In addition to the materials included here, this project has generated a wide range of presentations, design iterations, and audiovisual or written documentation - including design documents, builds, journals, development timelines, voice-over scripts, and an additional creator’s note in audio format (MP3) with original music created for accessibility (in Greek). These resources were developed to research, design, build, and present the game in multiple formats in both Greek and English. A detailed list of documentation and deliverables is available upon request.

In addition to the materials included here, this project has generated a wide range of presentations, design iterations, and audiovisual or written documentation - including a game design document, builds, journals, development timelines, voice-over scripts, 3D modelling and visual development materials, and an additional creator’s note in audio format (MP3) with original music created for accessibility (in Greek). These resources were developed to research, design, build, and present the game in multiple formats in both Greek and English. A detailed list of documentation and deliverables is available upon request.

  • Project Type:
    Student, Game
  • Completion Date:
    May 30, 2025
  • Country of Origin:
    Greece
  • Language:
    English, Greek (Modern)
  • Student Project:
    Yes - Middlesex University - AKTO Art & Design College
  • Digital Cinema Package:
    Unavailable
Director Biography

Alexandra Mavroeidakou is a game designer, researcher, multidisciplinary creator, and educator whose work spans science, technology, art, education, and social innovation. With a background in game design, creative writing, translation technology, film studies, performing arts, pedagogy, and applied research in digital media, she explores how storytelling, design, art, science, technology, language, and lived experience can empower, connect, and transform.

She has long-standing experience across educational entrepreneurship, language and informatics education, international certification services, examination ecosystems and learning environments. Her experience includes teaching, educational leadership, academic direction, examination preparation, examination centre operations and collaboration with internationally recognised assessment bodies.

She studied Writing & Media with English Language & British Culture and Film Studies at Middlesex University London, and holds an MSc from Imperial College London in Scientific, Technical and Medical Translation with Translation Technology. Her postgraduate thesis on corpus-based machine translation and interactive technologies is considered pioneering in its anticipation of trends now central to AI and digital language processing.

From an early age, Alexandra’s creativity found expression in poetry, hand-drawn art, and playful experiments with cameras, computers, and typewriters. Later on, she trained in dramatic arts at the Higher Drama School – New Hellenic Theatre (Giorgos Armenis), completing the school’s three-year programme. She worked as a tour leader across four continents and engaged with and explored EU-level Internet governance and digital culture initiatives, including “European Internet Governance and Beyond” at the European Parliament in Brussels (2014).

Alongside her formal studies, she completed a Certificate in Social Sector Leadership through Philanthropy University and the Haas School of Business, UC Berkeley – an intensive programme covering strategy, leadership, social entrepreneurship, and nonprofit impact. She has also attended workshops, seminars, short courses, and related training across disciplines, ranging from educational psychology, phonetics, and social and political sciences – including interdisciplinary seminars in Science, Technology and Society (STS) at the National and Kapodistrian University of Athens (2012) and Cosmosystem as Subject of Political Science at Panteion University of Social & Political Sciences (2013) – to programmes in statistics (Imperial College London), drama therapy (British Association of Dramatherapists, London, 2010), graphology (Hellenic Institute of Graphology), recording art (Recording Bootcamp with Ronan Chris Murphy, Living Room Studio, 2013), neuroaesthetics (Hellenic Society of Neuroscience, 2012), and teaching informatics to young learners (University of Cambridge – Vellum Global Educational Services).

She has written several unpublished poems (since childhood) as well as theatrical plays, and has participated in municipal theatre groups in Athens, performing collaboratively in productions that toured various local festivals and cultural events, including the Intermunicipal Amateur Theatre Festival of Attica and an award-winning team performance at the 35th Panhellenic Amateur Theatre Festival (2022).

More recently, she earned a BA (Hons) in Game Design from Middlesex University London | AKTO Art & Design College, receiving both a First Class Honours degree and an Award of Outstanding Academic Achievement. For her dissertation, she developed a comprehensive research-based project that fused qualitative study, technological development, and creative practice. Drawing on her own research and methodology, she created Up The Stairs, a research-based Serious Game designed to empower young adults with aphasia.

Inspired by her brother’s recovery from aphasia after a stroke, Up The Stairs addresses a significant research and design gap by focusing on a specific, underserved demographic: young adults with aphasia. The project introduced original methodologies, including a new categorisation of game mechanics and the ‘Three-Pole Conjecture’.

The game blends symbolic and surreal storytelling with inclusive design and accessibility-focused UI/UX. Its communication-supportive tasks, translated into gameplay and interaction design, draw on evidence-based speech-therapy techniques and exercises (PACE, Cognitive Speech Therapy, MIT). Insights from Alexandra’s meditative and introspective practices also inform the project’s emotional tone and reflective qualities. The experience unfolds through layered 3D and 2D environments shaped by the textures and light of the Mediterranean and Greece, where she was born, combining realism, romanticism, surrealism, and symbolism in ways that are both emotionally grounded and imaginative. She built it in Unity using visual scripting and adaptive systems, merging artistic expression with logic, empathy, and accessibility.

In November 2025, Up The Stairs becomes a Shortlisted Nominee (top 3) in the Serious Games Competition at the Games and Learning Alliance (GALA) International Conference, where it was presented and exhibited at the GALA Exhibition. Its gameplay video also received the award for Best Experimental Film – Acting Code Awards at the 4th International Epidaurus Film Festival (IEFF). An extended abstract on the project’s research and development appears in the GALA 2025 Games Competition & Exhibition Book of Abstracts, an academic publication hosted by the University of Southampton (UK). The project was also presented within the Stuttgart Animated Week 2026 ecosystem, including ITFS – International Festival of Animated Film Stuttgart and FMX – Film & Media Exchange and Animation Production Days (APD), where Alexandra participated as a guest speaker.

The project continues to evolve through international presentations, festival participation, and creative, academic and industry contexts, while gradually laying the foundation for Yogini Games - an emerging venture around meaningful play and accessible, human-centred interactive experiences for entertainment, health, learning and social impact.

This latest project reflects Alexandra’s ongoing vision: to bridge design, science and technology, art, storytelling, and healing through meaningful play, as a way to honour and stay connected to Life itself.

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Director Statement

…Sometimes, it is overly convenient not to speak. Other times, it is wise. And in some cases, speech becomes precious - a gift to those who possess it, and a gift to be bestowed…

This project was inspired when the tool of speech was suddenly altered within our quiver, when my brother was, without warning, confronted with aphasia after a stroke, but survived and stood up! We all did. We all have. And this is the journey of life.

We keep journeying, and this project - from inspiration to vision, and from research to design - has been a journey itself… a journey within a journey within a journey.

It is both the boat and the sea, both the traveller and the travelled… the medium of expression and the tool to learn from scratch how to use words again, how to navigate, how to remember!

And I am not trying to be “poetic,” but this is how the experiences, the people, the tools, the feelings, and every encounter can be briefly outlined without losing shape or substance. This is what we are trying to do, after all, when we use words. We attempt to place worlds within words and dimensions within shapes. And this can be challenging enough all by itself, even when one does not face aphasia but simply wants to communicate.

On the other hand, there are so many abundant ways of communicating with one another and expressing ourselves that I feel I could not even make a complete list at the moment! All these are gifts. And it is a gift I wanted to create… or to be more accurate, it is a gift that wanted to be created - not only with the purpose to offer tangible tokens to the players, but as it turns out, it offered a lot to the designer herself.

The game evolved in order to achieve the player’s evolvement. "I", as a game designer and as a human, had to evolve too. The journey of the first-person character in the 3D world came hand in hand with the journey of the designer, who lived in many simultaneous worlds and took many roles - creating the space and seeking the tools for forms to take shape, for what was asking to be born: as a tool and as a tribute, as a compass and as a companion.

I am very grateful for all I have received, for all I have learned, for all I have earned, for what is here with me - and this gratefulness is one of the greatest currents driving the boat in this ongoing adventure, In-Game and In Real Life… although it is questionable what is a game, what is real, and what life might be after all. But it all surely is to be honoured and celebrated …playfully!

So… I am not the same person who began this project.
But I am the one who completed it.
And now... maybe I am not even that anymore.